import { SHADER_GRAPH_SCHEMA, type ShaderGraphIR, type ShaderLinkIR, type ShaderNodeIR, type ShaderNodeType, type ShaderSocketIR } from "./shader-graph"; const input = (id: string, name: string, dataType: ShaderSocketIR["dataType"], defaultValue?: ShaderSocketIR["defaultValue"]): ShaderSocketIR => ({ id, name, direction: "INPUT", dataType, ...(defaultValue === undefined ? {} : { defaultValue }) }); const output = (id: string, name: string, dataType: ShaderSocketIR["dataType"]): ShaderSocketIR => ({ id, name, direction: "OUTPUT", dataType }); const clone = (value: T): T => JSON.parse(JSON.stringify(value)) as T; const nodeSockets = (type: ShaderNodeType): ShaderSocketIR[] => { if (type === "RGB") return [output("Color", "Color", "COLOR")]; if (type === "VALUE") return [output("Value", "Value", "VALUE")]; if (type === "MATH") return [input("Value", "Value", "VALUE", 0), input("Value_001", "Value", "VALUE", 0), output("Value", "Value", "VALUE")]; if (type === "PRINCIPLED") return [input("Base Color", "Base Color", "COLOR", [0.8, 0.8, 0.8, 1]), input("Metallic", "Metallic", "VALUE", 0), input("Roughness", "Roughness", "VALUE", 0.4), output("BSDF", "BSDF", "SHADER")]; if (type === "MATERIAL_OUTPUT") return [input("Surface", "Surface", "SHADER")]; if (type === "IMAGE_TEXTURE") return [input("Vector", "Vector", "VECTOR", [0, 0, 0]), output("Color", "Color", "COLOR")]; return []; }; function uniqueId(base: string, ids: ReadonlySet): string { let id = base; let suffix = 2; while (ids.has(id)) id = `${base}-${suffix++}`; return id; } /** Build a valid bounded graph for the source-backed Principled writer. */ export const shaderGraphCommands = Object.freeze({ addNode(graph: ShaderGraphIR, type: ShaderNodeType, name: string = type): ShaderGraphIR { const next = clone(graph); const id = uniqueId(`node-${type.toLowerCase()}`, new Set(next.nodes.map((node) => node.id))); const node: ShaderNodeIR = { id, type, name: name.trim() || type, sockets: nodeSockets(type), ...(type === "MATH" ? { properties: { operation: "ADD" } } : {}) }; next.nodes.push(node); if (type === "MATERIAL_OUTPUT") next.outputNodeId = id; return next; }, removeNode(graph: ShaderGraphIR, nodeId: string): ShaderGraphIR { const next = clone(graph); next.nodes = next.nodes.filter((node) => node.id !== nodeId); next.links = next.links.filter((link) => link.fromNodeId !== nodeId && link.toNodeId !== nodeId); if (next.outputNodeId === nodeId) next.outputNodeId = next.nodes.find((node) => node.type === "MATERIAL_OUTPUT")?.id; return next; }, connect(graph: ShaderGraphIR, link: ShaderLinkIR): ShaderGraphIR { const next = clone(graph); next.links = next.links.filter((item) => !(item.toNodeId === link.toNodeId && item.toSocketId === link.toSocketId)); if (!next.links.some((item) => item.fromNodeId === link.fromNodeId && item.fromSocketId === link.fromSocketId && item.toNodeId === link.toNodeId && item.toSocketId === link.toSocketId)) next.links.push(link); return next; }, disconnect(graph: ShaderGraphIR, link: ShaderLinkIR): ShaderGraphIR { const next = clone(graph); next.links = next.links.filter((item) => !(item.fromNodeId === link.fromNodeId && item.fromSocketId === link.fromSocketId && item.toNodeId === link.toNodeId && item.toSocketId === link.toSocketId)); return next; }, setSocketValue(graph: ShaderGraphIR, nodeId: string, socketId: string, value: ShaderSocketIR["defaultValue"]): ShaderGraphIR { const next = clone(graph); const node = next.nodes.find((candidate) => candidate.id === nodeId); const target = node?.sockets.find((candidate) => candidate.id === socketId && candidate.direction === "INPUT"); if (target) target.defaultValue = value; return next; }, setPrincipledGraph(materialId: string, baseColor: readonly number[], roughness: number, metallic: number): ShaderGraphIR { const principled = "shader:principled"; const materialOutput = "shader:material-output"; return { schemaVersion: SHADER_GRAPH_SCHEMA, id: `shader-graph:${materialId}`, materialId, nodes: [ { id: principled, type: "PRINCIPLED", name: "Principled BSDF", sockets: [ input("Base Color", "Base Color", "COLOR", [...baseColor].slice(0, 4)), input("Metallic", "Metallic", "VALUE", metallic), input("Roughness", "Roughness", "VALUE", roughness), output("BSDF", "BSDF", "SHADER"), ] }, { id: materialOutput, type: "MATERIAL_OUTPUT", name: "Material Output", sockets: [input("Surface", "Surface", "SHADER")] }, ], links: [{ fromNodeId: principled, fromSocketId: "BSDF", toNodeId: materialOutput, toSocketId: "Surface" }], outputNodeId: materialOutput, }; }, } as const);